Package com.hbm_m.client.missile.track
Class MissileTrackClient
java.lang.Object
com.hbm_m.client.missile.track.MissileTrackClient
Client-side store of server missile tracks (pose + contrail), independent of chunk entity sync.
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic final recordstatic final class -
Method Summary
Modifier and TypeMethodDescriptionstatic voidLock entity vs track render choice for the current frame (before entity pass).static voidclear()entries()get(int entityId) static booleanhasActiveTrack(int entityId) static booleanstatic voidonStop(int entityId) static voidstatic booleanKeep vanilla entity lerp for launch wobble when the client entity is actually present and close.static booleanshouldUseTrackWorldRender(int entityId) Authoritative track mesh (and track contrail) instead of vanilla entity draw.static voidtick()
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Method Details
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isEnabled
public static boolean isEnabled() -
onTrack
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onStop
public static void onStop(int entityId) -
clear
public static void clear() -
beginRenderFrame
public static void beginRenderFrame()Lock entity vs track render choice for the current frame (before entity pass). Prevents the same missile drawing twice when packets arrive mid-frame during lag. -
tick
public static void tick() -
entries
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get
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hasActiveTrack
public static boolean hasActiveTrack(int entityId) -
shouldUseTrackWorldRender
public static boolean shouldUseTrackWorldRender(int entityId) Authoritative track mesh (and track contrail) instead of vanilla entity draw. Vanilla only while the client still has a nearby entity in the spawn chunk, or during ascent within view distance — otherwise track (teleport / unloaded entity / far flight). -
shouldPreferVanillaEntityRender
Keep vanilla entity lerp for launch wobble when the client entity is actually present and close. If the entity is unloaded (spectator teleport, tracking range) or far away, track must draw instead.
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